
Spencer Berry engineered and maintained the audio systems for the Last-Voyage/Aframax repository over eight months, delivering 28 features and resolving seven bugs. He integrated FMOD-based audio banks, implemented dynamic SFX event mapping, and introduced modular asset pipelines to support scalable, immersive sound design. Using C#, Unity, and FMOD, Spencer developed features such as health-based audio filtering, spatialized environmental sounds, and a changeable footstep system, while refining asset management for QA and release stability. His work emphasized asset traceability, cross-build consistency, and maintainable event-driven architecture, resulting in robust audio integration that improved player immersion and streamlined future audio feature development.

July 2025 (Last-Voyage/Aframax) - Focused on asset-level audio improvements to boost immersion without touching gameplay code. Delivered FMOD Asset Updates and Volume Balancing that introduced two new pop-up sounds, updated multiple FMOD sound banks, and tuned desktop shelf volume and objective audio. All changes were asset updates with no code changes, enabling rapid iteration. Also removed accidental FMOD binary assets to maintain repository cleanliness and reduce asset bloat. QA confirmed improved audio clarity and reduced playback anomalies, without impacting core gameplay logic.
July 2025 (Last-Voyage/Aframax) - Focused on asset-level audio improvements to boost immersion without touching gameplay code. Delivered FMOD Asset Updates and Volume Balancing that introduced two new pop-up sounds, updated multiple FMOD sound banks, and tuned desktop shelf volume and objective audio. All changes were asset updates with no code changes, enabling rapid iteration. Also removed accidental FMOD binary assets to maintain repository cleanliness and reduce asset bloat. QA confirmed improved audio clarity and reduced playback anomalies, without impacting core gameplay logic.
June 2025 monthly summary focusing on FMOD audio asset enhancements and maintenance for Last-Voyage/Aframax, delivering cross-build asset consolidation and timing refinements to improve audio quality and user experience.
June 2025 monthly summary focusing on FMOD audio asset enhancements and maintenance for Last-Voyage/Aframax, delivering cross-build asset consolidation and timing refinements to improve audio quality and user experience.
May 2025 – Last-Voyage/Aframax: Asset integrity and build stability focus. Delivered binary-only audio asset touch-ups with no user-facing changes. No functional bugs fixed this month. Business impact: improved asset consistency reduces build risk and QA time, enabling smoother future audio feature work. Technologies demonstrated: asset pipeline discipline, Git traceability, binary asset management.
May 2025 – Last-Voyage/Aframax: Asset integrity and build stability focus. Delivered binary-only audio asset touch-ups with no user-facing changes. No functional bugs fixed this month. Business impact: improved asset consistency reduces build risk and QA time, enabling smoother future audio feature work. Technologies demonstrated: asset pipeline discipline, Git traceability, binary asset management.
April 2025 performance summary for Last-Voyage/Aframax: Delivered a comprehensive set of audio system enhancements and content updates, plus stability improvements and final polish ahead of release. Key outcomes include four editable low-pass filters for health-based audio attenuation and tone shaping, a changeable footstep system for varied footstep sounds, anomaly SFX events, and a major sound-bank restructure with new/updated SFX and music. Implemented dedicated audio buses for the pause menu, door interactions, and multi-pass VA volume handling with VCAs and mapping, enabling finer control over audio mix and responsiveness. Added reusable audio anomaly prefabs, swamp and amphibian spatialization, new voice assets, and broader spatialization across additional sounds. Concluded with All New/Updated SFX and Music consolidation and health-aware filtering enhancements, plus final adjustments and polish before release. Final changes were delivered with a focused commit cadence across audio engineering, asset integration, and stability improvements.
April 2025 performance summary for Last-Voyage/Aframax: Delivered a comprehensive set of audio system enhancements and content updates, plus stability improvements and final polish ahead of release. Key outcomes include four editable low-pass filters for health-based audio attenuation and tone shaping, a changeable footstep system for varied footstep sounds, anomaly SFX events, and a major sound-bank restructure with new/updated SFX and music. Implemented dedicated audio buses for the pause menu, door interactions, and multi-pass VA volume handling with VCAs and mapping, enabling finer control over audio mix and responsiveness. Added reusable audio anomaly prefabs, swamp and amphibian spatialization, new voice assets, and broader spatialization across additional sounds. Concluded with All New/Updated SFX and Music consolidation and health-aware filtering enhancements, plus final adjustments and polish before release. Final changes were delivered with a focused commit cadence across audio engineering, asset integration, and stability improvements.
March 2025 performance summary for Last-Voyage/Aframax: Delivered a comprehensive Audio Asset Library Expansion and Immersion Enhancements, expanding audio banks and organization, and improving spatial cues for a richer player experience and QA readiness. Implemented looping chase audio and targeted audio tuning across multiple commits, including updates to footsteps, harpoon shot, gun rattle, and slider SFX. Integrated Beta content and specialized assets to support testing and polish. Fixed critical audio reliability issues with Combat Music Control Bug Fix, ensuring combat music stops reliably and eliminating a duplication error related to audio banks. These efforts boosted immersion, reduced QA blockers, and accelerated readiness for release. Demonstrated strengths in audio asset management, integration and tuning, debugging, and cross-team collaboration with audio, gameplay, and QA.
March 2025 performance summary for Last-Voyage/Aframax: Delivered a comprehensive Audio Asset Library Expansion and Immersion Enhancements, expanding audio banks and organization, and improving spatial cues for a richer player experience and QA readiness. Implemented looping chase audio and targeted audio tuning across multiple commits, including updates to footsteps, harpoon shot, gun rattle, and slider SFX. Integrated Beta content and specialized assets to support testing and polish. Fixed critical audio reliability issues with Combat Music Control Bug Fix, ensuring combat music stops reliably and eliminating a duplication error related to audio banks. These efforts boosted immersion, reduced QA blockers, and accelerated readiness for release. Demonstrated strengths in audio asset management, integration and tuning, debugging, and cross-team collaboration with audio, gameplay, and QA.
February 2025 performance summary for Last-Voyage/Aframax focusing on audio systems. Delivered FMOD-based audio integration with global footstep tuning, corrected and simplified audio event paths for LimbSpawn, and introduced new in-game audio events to enhance gameplay feedback. These efforts improved audio immersion, reduced audio-related edge cases, and reinforced the audio pipeline for future additions.
February 2025 performance summary for Last-Voyage/Aframax focusing on audio systems. Delivered FMOD-based audio integration with global footstep tuning, corrected and simplified audio event paths for LimbSpawn, and introduced new in-game audio events to enhance gameplay feedback. These efforts improved audio immersion, reduced audio-related edge cases, and reinforced the audio pipeline for future additions.
January 2025: Delivered FMOD Audio Banks to enable 3D audio testing in Last-Voyage/Aframax; no major bugs fixed this month; groundwork laid for FMOD-driven audio features and QA coverage; demonstrated solid asset management and testing readiness that support immersive audio experiences.
January 2025: Delivered FMOD Audio Banks to enable 3D audio testing in Last-Voyage/Aframax; no major bugs fixed this month; groundwork laid for FMOD-driven audio features and QA coverage; demonstrated solid asset management and testing readiness that support immersive audio experiences.
November 2024 — Last-Voyage/Aframax: Delivered two core audio features, fixed critical playback issues, and laid groundwork for scalable audio. The work enhances player immersion through robust SFX integration and FMOD-based configuration, while improving reliability and maintainability for future asset expansion.
November 2024 — Last-Voyage/Aframax: Delivered two core audio features, fixed critical playback issues, and laid groundwork for scalable audio. The work enhances player immersion through robust SFX integration and FMOD-based configuration, while improving reliability and maintainability for future asset expansion.
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